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  • What would you like to see most in future updates?

    While the staff is still hard at work bugfixing from the last update, very soon we will be shifting priorities again to bring players new content. This question has been asked before but do player feelings remain the same?
    72
    More dungeons, places to explore!
    9.72%
    7
    Quests, more things to do when DMs aren't around!
    26.39%
    19
    More classes, feats, spells, ruleset improvements
    37.50%
    27
    Puzzles, new gamesystems, faction rep gain methods etc
    22.22%
    16
    Other (post)
    4.17%
    3
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

    George Carlin

  • #2
    Cool quests everywhere!!!!!!!!!!!


    (Seriously, like a billion quests.)
    Originally posted by Saulus
    Stop playing other shitty MMOs and work on Sundren, asshole.

    Comment


    • #3
      Voted Puzzles and gamesystems, something to make sustainable vs faction PvP aggressively worthwhile from an RP and an mechanics standpoint would give endgame a lot more kick outside of DM events.
      Aesa Volsung - Uthgardt Warrior

      Formerly
      Gabrielle Atkinson - Mage Priest of Torm
      Anasath Zesiro - Mulhorandi Morninglord
      Kyoko - Tiefling Diviner
      Yashedeus - Cyrist Warlock
      Aramil - Nutter

      GMT -8

      Comment


      • #4
        Voted spells and feats. Because --->

        Feats - I don't mean super-powered munchkin feats like Instant Death Critical. I mean flavour feats. Say for example if there was an Undead Hunter feat, then a Fighter who chose to RP specializing in fighting undead could actually be better at it than other fighters *gasp*

        Spells - So that we can get Teleport/Teleport Without Error/Lutzaen's Frequent Jaunt!!!
        UTC+8
        Yes, I realise my RP writing sucks. Just be thankful I keep it short

        Characters
        Thalanis Moonshadow

        Comment


        • #5
          I also voted for games systems(*cough* crafting) and faction development. From what I have seen, the factions, especially the ones that have been all but destroyed (*cough* Wardens dead, Wrath's still kicking) are still in need of some work in the Post Second Sundering environment.

          As for rep gains, I believe that the Wardens and Cartel have no base to which they can return banners for faction standing (unless this has changed in any recent updates?). Do any other factions have this problem as well?

          For faction based pvp, I was thinking that a rep bounty could be given for defeating/killing PC members of an opposing faction. Maybe upon subduing/killing a member of an opposing faction, you and everyone in your party receive a token that is worth one faction point per level of the defeated player. You may never have more than one token in your inventory, but if you defeat a higher level player before turning the token in, your current token is replaced with one that is valued for the higher level player. These tokens would then be returned to the faction HQ in the same way banners are. If you apply the same time restraints to these tokens as you do flags, then it would make it difficult for players to exploit.

          As for puzzles, they are usually cool, but typically they get stale once the first person to challenge the puzzle figures it out. I believe it would be a lot of work to either continually tweak the puzzles or the come up with a puzzle that changes every time someone encounters it. So my vote isn't really strong on the puzzle development part.
          Account Name: LuvHandles
          Maneae StrongArm - Devilish Warrior Woman (Active: Finding her place after time in reflection)
          Minael Cel'Anon - Elven Smith, Knight and Wizard (Inactive: seeking clues to lost elven artifacts)
          Aria Duvaine - Wouldn't you like to know . . . (Inactive: Whereabouts unknown)
          Ra'd Malik - Mulhorandi Warrior (Inactive: Off on a mission for the BH)
          Khyron Brinsbane - Fury of Auril (Inactive: Working with Cwn Annwn)
          Chazre Kenner - All around good guy with a penchant for revelry and chasing the ladies. (Deleted: Team Good, returned to Cormyr)

          Comment


          • #6
            I voted for "More classes, feats, spells, ruleset improvements" simply because the new adjustments to both Fighter & Rogue classes are outstanding.

            There has always been debate about how to make the melee classes more adequate while keeping the casters from ruling the server. These recent changes go a long way to make the Fighter / Rogue Classes better without gimping anyone.

            Cheers!
            Cheers!

            Comment


            • #7
              I need to make Masters of Radiance cooler I had fun making that class, heheh

              Comment


              • #8
                Originally posted by GodBeastX View Post
                I need to make Masters of Radiance cooler I had fun making that class, heheh
                Impossible. I ran with a MoR in Mossdale Graveyard... if you want the ultimate undead killer... they are nearly it - with Dain being the exception.
                Cheers!

                Comment


                • #9
                  I'm sorely tempted to say Classes, Feats, etc... I'd love to see more PrCs focused on non magical/divine classes and introduce new PrCs that develop existing server lore and specialisms. Spells I don't really care about. We've got enough spells on the server to cause characters to implode violently when they learn to many. A little block of melee/rogue focus would hurt no-one, after all we've a large amount of places for these people on the server!

                  Quests would also be great, a selection of daily/reset quests similar to the old Ice Giants mixed up with the traditional 1-shot quests that introduce characters to the lore of an area - The old Spittlefist quest was a great example of that. These would need to be a good balance of RP/Skill based quests and good old fashioned 'Bring me the head of Alfredo Garcia' type quests. Quests are a great route for introducing important lore, engaging players, providing feedback on how a faction is doing and most critically giving players fun things to do when DMs aren't around!

                  Dungeons, less so. We've a few areas left over from the Second Sundering that are in need of a few changes and mix ups (Cartel Mountains after their landscaping, Ex Veritas/Schild with what's moving in after their departure, plus some other places), but apart from those Dungeons aren't in short supply. That said - new areas could be integral to the last thing I'm going to mention.

                  Puzzles... Sadly I have to agree with Snowmane on this, once puzzles have been completed they become nothing but normal stepping stones along the path to monsterous violence. They do provide a nice point for a party to regroup and RP for a bit, ideally puzzle points in dungeons should have a rest point afterwards as a reward. The last point of this bullet point is what ultimately gets my vote:

                  Game Systems / Rep. I'd love, love, love to see the dynamic battlefield system put in place where the main opposing forces could battle it out, using PCs to capture and control waypoints and locations around the associated maps to control and influence NPC behavior, faction resources and rewards. Ideally waypoints should be split amongst skill types to take and possibly involve multiple factions and classes to control.

                  Fun things to include might be an abandoned exigo outpost where rogue classes could sway constructs to their factions side (for spawns) or just as all-round aggressive spawns, the same might go for a 'wild' waypoint, allowing druids/rangers to sway critters to fight for either faction or just their own.

                  This would provide a great PvP stomping ground for earning rep and provide a nice structured (and very visible) way of demonstrating conflict. Much more fun than random fireside gankings!
                  It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
                  Sydney Smith.

                  Comment


                  • #10
                    I voted more classes/feats/spells, because the more ways to customize your character, the better! In particular, for spells, I'd like to see proper Illusion spells (Silent Image etc) and conjuration/transmutation crafting spells (Minor Creation, Fabricate). Would also love to see the necromancy spell Healing Touch.

                    Feats-wise... Leadership would be nice. Allowing faction members to use the feat to summon cohorts of their faction: Exigo Sentinels for Exigo members, Gnolls for Thayans, Blackwood mercs for Blackwoods, etc.
                    -Arcanist Josirah Caranos, Red Wizard of Thay

                    Comment


                    • #11
                      Originally posted by Doubtful View Post
                      ...

                      I'd love, love, love to see the dynamic battlefield system put in place where the main opposing forces could battle it out, using PCs to capture and control waypoints and locations around the associated maps to control and influence NPC behavior, faction resources and rewards. Ideally waypoints should be split amongst skill types to take and possibly involve multiple factions and classes to control.

                      ...
                      This sounds AWESOME! Unfortunately it also sounds like a huge amount of scripting work. These areas might require a DM to be present to act as a referee, since these would be highly fluid situations. But if Saulus and crew think it is something they could accomplish, I'd be all for it.
                      Account Name: LuvHandles
                      Maneae StrongArm - Devilish Warrior Woman (Active: Finding her place after time in reflection)
                      Minael Cel'Anon - Elven Smith, Knight and Wizard (Inactive: seeking clues to lost elven artifacts)
                      Aria Duvaine - Wouldn't you like to know . . . (Inactive: Whereabouts unknown)
                      Ra'd Malik - Mulhorandi Warrior (Inactive: Off on a mission for the BH)
                      Khyron Brinsbane - Fury of Auril (Inactive: Working with Cwn Annwn)
                      Chazre Kenner - All around good guy with a penchant for revelry and chasing the ladies. (Deleted: Team Good, returned to Cormyr)

                      Comment


                      • #12
                        Spells are dangerous, because literally, a mage can have too many! If we offer 255 spells, people will take 255, and that happens to be the limit a mage can select before NWN2 blows.

                        Essentially, coding new spells at this point means removing spells.

                        Comment


                        • #13
                          My not so important list of likes to see.
                          Some I believe are already on the list to do.
                          1) poison made useful.
                          2) Can "curse" spells be modified to be potent and threatening?
                          Not useless stuff like -1 to saves. Something that seriously hampers and needs a cleric to remove it.?
                          I could see some rp potent in that.
                          3) capture the flag/capture the village sounds most excellent. I would love holding the line against another faction for control of a town.

                          Comment


                          • #14
                            Ok! Lets start voting on the most useless and hated spells! (there are definitely a few)
                            UTC+8
                            Yes, I realise my RP writing sucks. Just be thankful I keep it short

                            Characters
                            Thalanis Moonshadow

                            Comment


                            • #15
                              Originally posted by GodBeastX View Post
                              Spells are dangerous, because literally, a mage can have too many! If we offer 255 spells, people will take 255, and that happens to be the limit a mage can select before NWN2 blows.

                              Essentially, coding new spells at this point means removing spells.
                              Wouldn't mind removing some useless spells. Or the entire Bigby line.
                              -Arcanist Josirah Caranos, Red Wizard of Thay

                              Comment

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